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Carnegie Mellon student shows that 64 pixels is enough for Mario (video)

engadget.com

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Re: Carnegie Mellon student shows that 64 pixels is enough for Mario (video)

#14

Very cool. This would probably work for any tile-based game by assigning a unique color for each tile. The original NES Zelda comes to mind.

I experienced precisely this effect, in a before-and-after style, as a gameplay element yesterday. The game started with lots of visual detail, but began to "degrade" as you advanced through it, and at 100% completion every tile was replaced by a single-colored block.

(The game was "REDDER": http://www.auntiepixelante.com/?p=540)

Re: Carnegie Mellon student shows that 64 pixels is enough for Mario (video)

#16
post #14

Very cool. This would probably work for any tile-based game by assigning a unique color for each tile. The original NES Zelda comes to mind.

I experienced precisely this effect, in a before-and-after style, as a gameplay element yesterday. The game started with lots of visual detail, but began to "degrade" as you advanced through it, and at 100% completion every tile was replaced by a single-colored block. (The game was "REDDER": http://www.auntiepixelante.com/?p=540 )

Holy crap, nice game! Hats off to you.

Re: Carnegie Mellon student shows that 64 pixels is enough for Mario (video)

#19
post #6

I need to buy some Arduinos, stat!

A regular computer can draw red and orange squares and accept inputs from buttons too. If you really want to do a hardware project, get an Arduino, but you can easily play with ideas like this without any hardware. And you won't have to write your code in C.

The arduino's got so many built in methods via Wiring that coding's really not bad. Shockingly easy at times..
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